Everon, 1989 · life/RP for Arma Reforger

Docs · Roadmap

What the scopes reuse

docs/roadmap/sources.mdEdit on GitHub

Three sources, in this order:

  1. This repo when the system already exists. Extend it. Do not replace it with a second copy.
  2. Arma Reforger for meshes, vehicles, weapons, medical items, buildings, and the explosive charge.
  3. LNGCLifeRP_Public (MIT, author LNGCGenetic) for life-RP scripts we do not have yet. Permission to take what we need is explicit. Keep the MIT copyright notice on ported files.

Paths below were read from this tree or from asset_search / game_browse against the installed base game. A {GUID} is listed only when this repo already references it. Other vanilla paths are real files; copy the GUID from the prefab meta when the reference is written.

Do not port

  • LNGC virtual cash (LNGC_cash) and the virtual-item catalog. Cash here is {5439738849229352}Prefabs/Items/Currencies/MoneyStack.et through EL_MoneyUtils. The ATM stays the only cash-to-account boundary.
  • LNGC_WantedComponent. It is in-memory and clears on restart. Wanted here lives on EL_PlayerAccount and is persisted.
  • The phone (LNGC_Phone*). It is unfinished in LNGC, and it is not a 1989 interface.
  • The marijuana license and the hidden drug-dealer shop as the base contraband example. The period example in that repo is moonshine. See contraband.
  • Scripts/WorkbenchGame/EnfusionMCP/. That is editor tooling, not gameplay.
  • The downed-state map close path that LNGC documents as a softlock (LNGC_LifeStateListener, CloseMapIfOpen). Read those comments before touching revive.

Already in this repo

Need Use
Cash EL_MoneyUtils, MoneyStack prefab above
Bank EL_ATMManager, EL_BankAccount, Feature/ATM/
Robbery gates EL_RobAction, EL_RobWeaponAction, EL_RobVehicleAction. Tests: EL_Test_RobReward (crime/rob-reward, crime/rob-weapon-vehicle), EL_Test_Roadmap_Fuel
Police sentence math EL_PoliceUtils in EL_PoliceMenu.c. Fine cap 5000. Jail teleport is the literal "127 1 137" (DebugWorld desk), not a placed cell
Arrest / fine RPC RpcAsk_EL_PoliceArrest, RpcAsk_EL_PoliceFine
Confiscate EL_ConfiscateAction (weapons only today)
Door lock EL_LockComponent, EL_DoorUserAction, EL_KeyComponent, EL_HouseManagerComponent. Door prefab {99D61E9EDBDF3CC8}Prefabs/Structures/BuildingParts/Doors/EL_Door_Base.et (parent vanilla Door_HouseWooden_E_A_LEFT_EXT_COV_B.et). Jail door {787617D5B683FE41}Prefabs/Structures/BuildingParts/Doors/EL_JailDoor.et inherits the prison-cell door. Key {3735389521255DBE}Prefabs/Items/HouseKeyItem.et. Lock state is not in the save serializer yet (EL_LockComponent.c says so)
Vehicle lock and key EL_VehicleLockComponent, EL_VehicleKeyComponent, {9D94B834AF514B4A}Prefabs/Items/Roleplay/VehicleKey.et. Plates: EL_LicensePlateManager
Police vehicle {C03B70B228FC49BA}Prefabs/Vehicles/Wheeled/M151A2/M151A2_Police_Base.et, parent {F649585ABB3706C4}Prefabs/Vehicles/Wheeled/M151A2/M151A2.et
Hand carry EL_HandCarryComponent on Prefabs/Items/Core/HandCarryItem_Base.et
Gather / process EL_GatherAction, EL_ProcessAction, EL_DestructibleResourceComponent
Process machines Prefabs/Processor/AppleJuicer.et (3 apples → apple juice), Furnace.et (nuggets → bars), Sawmill.et (log → plank + kindling)
Gather nodes Apple and plum trees, tomato and cabbage crops, pine cuttable tree, mining area, cement / gravel / sand piles. Shop prices already list the item prefabs in Configs/Shop/ShopPrices.conf
Jobs EL_PlayerJobComponent.InitializeJobConfigs: unemployed, farmer, miner, lumberjack, medic, police. Paycheck is cash. AddExperience is still a no-op
Sell illegal goods Prefabs/Trader/BlackMarketTrader.et (civilian only). Mesh is vanilla Assets/Props/Crates/Crate_01.xob. Listed goods today: M9 and {FA5C25BF66A53DCF}Prefabs/Weapons/Rifles/AK74/Rifle_AK74.et
Quests LF_QuestTracker, LF_QuestGiverComponent, LF_QuestAction
Sidearm already priced {1353C6EAD1DCFE43}Prefabs/Weapons/Handguns/M9/Handgun_M9.et

Base game (no extra mod)

Need Prefab
US demolition block Prefabs/Weapons/Explosives/DemoBlock_M112/DemoBlock_M112.et
Soviet demolition block Prefabs/Weapons/Explosives/DemoBlock_TSh400g/DemoBlock_TSh400g.et
Charge actions SCR_ArmExplosiveChargeWithTimedFuzeAction, SCR_ArmExplosiveChargeWithRemoteFuzeAction, SCR_DisarmExplosiveChargeAction
Field dressing Prefabs/Items/Medicine/FieldDressing_01/FieldDressing_US_01.et (USSR twin beside it)
Morphine Prefabs/Items/Medicine/MorphineInjection_01/MorphineInjection_01.et
Saline Prefabs/Items/Medicine/SalineBag_01/SalineBag_US_01.et
Tourniquet Prefabs/Items/Medicine/Tourniquet_01/Tourniquet_US_01.et
Fuel can Prefabs/Items/Fuel/Jerrycan_01/Jerrycan_01_item.et
Civilian car Prefabs/Vehicles/Wheeled/S105/S105_beige.et and the other S105 colors
Civilian off-road Prefabs/Vehicles/Wheeled/UAZ469/UAZ469_covered_CIV_blue.et (and the uncovered CIV set)
Van Prefabs/Vehicles/Wheeled/UAZ452/ and Prefabs/Vehicles/Wheeled/S1203/S1203_transport_beige.et
Cargo truck Prefabs/Vehicles/Wheeled/M923A1/M923A1_transport.et and M923A1_tanker.et
Rifle for a senior police kit Prefabs/Weapons/Rifles/M16/Rifle_M16A2.et
Fuel station Prefabs/Structures/Commercial/FuelStations/FuelStation_E_01/
Hospital Prefabs/Structures/Military/Houses/HospitalMilitary_E_01/
Police building Prefabs/Structures/Houses/Villa/Villa_E_2I01/Villa_E_2I01_Police.et
Shop Prefabs/Structures/Commercial/Shops/ShopHouse_E_2l01/, ShopModern_E_01/
Bank shell {D1859197E1AB4E8A}Prefabs/Structures/Services/EL_Bank.et inherits Prefabs/Structures/Services/Government/MunicipalOffice_E_01/MunicipalOffice_E_01.et. Capture only; not placed in the debug row
Fuel till {4E4E1620C6B02E1F}Prefabs/Props/Commercial/EL_FuelTill.et inherits Prefabs/Props/Commercial/CashierShop_01.et. The fuel-station building stays off the debug row
Prison door Prefabs/Structures/BuildingParts/Doors/Door_PrisonCell_E_A_Left_INT_ST_B.et
Garage shell Prefabs/Structures/Houses/Garage/Garage_E_01/
Post counter (parcel depot) Prefabs/Props/Services/Post/CounterPostOffice_01.et
Crate mesh already used by the black market Assets/Props/Crates/Crate_01.xob

Prefabs/Items/Medical/Bandage.et appears only as a string in EL_Test_ShopPrices. It is not a base-game file. Medicine lives under Prefabs/Items/Medicine/.

There is no shotgun prefab in the base game index used here.

LNGC scripts worth taking

Repo root: https://github.com/SouLGenetic/LNGCLifeRP_Public (master). Gameplay scripts are Scripts/Game/LNGC_*.c.

Scope Take Leave
Jailing LNGC_JailCellComponent (placed cell, zone radius), LNGC_JailComponent (timer, confine, release), LNGC_SendToJailAction, LNGC_JailDurationDialog. Prefab Prefabs/LNGC_JailCell.et Virtual-item seizure, the hard-coded Civ_Morton release spawn, in-memory wanted
Jailing, vehicle escort LNGC_ArrestAction, LNGC_ArrestableComponent, LNGC_EscortAction, LNGC_PoliceComponent escort tick, LNGC_PutInVehicleAction, LNGC_TakeOutOfVehicleAction, LNGC_UncuffAction Seat-picker dialog as a requirement. Nearest free non-driver seat is enough for the first escort slice
Forced entry Nothing. LNGC has no breach. Use the vanilla demo block and charge actions on EL_LockComponent
Robberies Nothing for the till or the vault. Keep EL_RobAction
Contraband Configs/Economy/CraftingRecipes.conf moonshine recipe as the shape of a hideout process. Prefabs/Props/Crates/ShineStash.et as the stash prop. LNGC_SearchAction for the police search request (server validates, then results) Virtual item ids, the marijuana recipe, dirty-cash item (nothing pays it)
Ranks Uniform prefabs that recolor vanilla clothes: Prefabs/Characters/HeadGear/Hat_PeakedCap_USSR_01/Hat_PeakedCap_police.et, Shirt_Turtleneck_01_police.et, Pants_Suit_01_police.et. Prefabs/Vehicles/Wheeled/S105/S105_police.et No rank ladder exists there. Do not invent one by copying faction select
Vehicles Garage store/retrieve and restart persistence: LNGC_GarageComponent, LNGC_GarageDialog, LNGC_VehicleSpawnPointComponent, locked vehicle prefabs under Prefabs/Vehicles/Wheeled/*/. Key share and revoke LNGC_VehicleKeyLockComponent is marked prototype and keys a virtual item. Our EL_VehicleLockComponent and VehicleKey.et stay. Read LNGC's BumpMe comments as a checklist, not as a replacement class
Resources LNGC_GatherZonesCatalog only as a config-id example Do not replace EL_GatherAction on the node with a 20 m radius grant
Civilian jobs Nothing. LNGC lists job-specific income as not built. The paycheck there is an unemployed stipend
Organizations, hideouts Stash prop only (ShineStash.et) No gang, firm, or shared-fund scripts
Crafting LNGC_CraftingRecipeDef fields: inputs, counts, seconds, license, hidden, bulk. Prefabs/Compositions/Misc/SubCompositions/CraftingBench.et and ProcessBench.et Virtual output item ids. Outputs stay prefabs, as EL_ProcessAction already does
Revive LNGC_ReviveAction, the downed state and force-respawn wait on the player-data manager (m_iForceRespawnWaitSeconds default 75) The map-softlock path. Revive here may use a medical item; LNGC restricts the action to the MEDIC faction
Police missions LNGC_DispatchCallsDialog, LNGC_IssueFineAction, LNGC_FineReasonsCatalog, LNGC_MarkWantedAction The phone as the way a civilian opens a call
Housing A home-ownership license id exists in their license shop. No door or key scripts Use our house lock, not a license flag alone
Tasks, events Dispatch markers are the closest callout. No event scheduler

How to take a file

Copy the behavior into an EL_ or LF_ class under Scripts/Game/Feature/. Point it at MoneyStack, EL_PlayerAccount, and the existing lock components. Add the LNGC copyright lines to the new file. Do not drop LNGC_ types into this addon and call both economies.

Suggest a changeAll docs